[1661] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Reto Grieder |
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| 24 | * Co-authors: |
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[1662] | 25 | * Fabian 'x3n' Landau |
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[1661] | 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "OrxonoxStableHeaders.h" |
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| 30 | #include "GSLevel.h" |
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| 31 | |
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| 32 | #include "core/input/InputManager.h" |
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| 33 | #include "core/input/SimpleInputState.h" |
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| 34 | #include "core/input/KeyBinder.h" |
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[1662] | 35 | #include "core/Loader.h" |
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[2087] | 36 | #include "core/XMLFile.h" |
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[1887] | 37 | #include "core/CommandExecutor.h" |
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| 38 | #include "core/ConsoleCommand.h" |
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[1934] | 39 | #include "core/CommandLine.h" |
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[1887] | 40 | #include "core/ConfigValueIncludes.h" |
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| 41 | #include "core/CoreIncludes.h" |
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[2087] | 42 | #include "core/Core.h" |
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[1694] | 43 | #include "objects/Tickable.h" |
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[1819] | 44 | #include "objects/Radar.h" |
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[2087] | 45 | #include "CameraManager.h" |
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| 46 | #include "LevelManager.h" |
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[2344] | 47 | #include "PlayerManager.h" |
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[1670] | 48 | #include "Settings.h" |
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[1661] | 49 | |
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| 50 | namespace orxonox |
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| 51 | { |
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[2173] | 52 | SetCommandLineArgument(level, "sample3.oxw").shortcut("l"); |
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[1934] | 53 | |
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[2087] | 54 | GSLevel::GSLevel() |
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| 55 | // : GameState<GSGraphics>(name) |
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[2400] | 56 | : keyBinder_(0) |
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[1670] | 57 | , inputState_(0) |
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[1662] | 58 | , radar_(0) |
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[2087] | 59 | , startFile_(0) |
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| 60 | , cameraManager_(0) |
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| 61 | , levelManager_(0) |
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[1661] | 62 | { |
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[1887] | 63 | RegisterObject(GSLevel); |
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[2350] | 64 | |
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| 65 | this->ccKeybind_ = 0; |
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| 66 | this->ccTkeybind_ = 0; |
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| 67 | |
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[1887] | 68 | setConfigValues(); |
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[1661] | 69 | } |
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| 70 | |
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| 71 | GSLevel::~GSLevel() |
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| 72 | { |
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| 73 | } |
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| 74 | |
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[1887] | 75 | void GSLevel::setConfigValues() |
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| 76 | { |
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| 77 | SetConfigValue(keyDetectorCallbackCode_, "KeybindBindingStringKeyName="); |
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[2103] | 78 | SetConfigValue(defaultKeybindings_, "def_keybindings.ini") |
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| 79 | .description("Filename of default keybindings."); |
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[1887] | 80 | } |
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| 81 | |
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[2087] | 82 | void GSLevel::enter(Ogre::Viewport* viewport) |
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[1661] | 83 | { |
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[2087] | 84 | if (Core::showsGraphics()) |
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| 85 | { |
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| 86 | inputState_ = InputManager::getInstance().createInputState<SimpleInputState>("game", 20); |
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| 87 | keyBinder_ = new KeyBinder(); |
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[2103] | 88 | keyBinder_->loadBindings("keybindings.ini", defaultKeybindings_); |
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[2087] | 89 | inputState_->setHandler(keyBinder_); |
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[1661] | 90 | |
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[2087] | 91 | // create the global CameraManager |
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| 92 | assert(viewport); |
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| 93 | this->cameraManager_ = new CameraManager(viewport); |
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[1688] | 94 | |
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[2087] | 95 | // Start the Radar |
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| 96 | this->radar_ = new Radar(); |
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| 97 | } |
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[1662] | 98 | |
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[2396] | 99 | this->playerManager_ = new PlayerManager(); |
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| 100 | |
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[2087] | 101 | if (Core::isMaster()) |
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| 102 | { |
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| 103 | // create the global LevelManager |
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| 104 | this->levelManager_ = new LevelManager(); |
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[1662] | 105 | |
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[2087] | 106 | this->loadLevel(); |
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| 107 | } |
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[1755] | 108 | |
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[2087] | 109 | if (Core::showsGraphics()) |
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| 110 | { |
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| 111 | // TODO: insert slomo console command with |
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| 112 | // .accessLevel(AccessLevel::Offline).defaultValue(0, 1.0).axisParamIndex(0).isAxisRelative(false); |
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[1887] | 113 | |
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[2087] | 114 | // keybind console command |
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| 115 | FunctorMember<GSLevel>* functor1 = createFunctor(&GSLevel::keybind); |
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| 116 | functor1->setObject(this); |
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[2344] | 117 | ccKeybind_ = createConsoleCommand(functor1, "keybind"); |
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| 118 | CommandExecutor::addConsoleCommandShortcut(ccKeybind_); |
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[2087] | 119 | FunctorMember<GSLevel>* functor2 = createFunctor(&GSLevel::tkeybind); |
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| 120 | functor2->setObject(this); |
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[2344] | 121 | ccTkeybind_ = createConsoleCommand(functor2, "tkeybind"); |
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| 122 | CommandExecutor::addConsoleCommandShortcut(ccTkeybind_); |
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[2087] | 123 | // set our console command as callback for the key detector |
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| 124 | InputManager::getInstance().setKeyDetectorCallback(std::string("keybind ") + keyDetectorCallbackCode_); |
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| 125 | |
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| 126 | // level is loaded: we can start capturing the input |
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| 127 | InputManager::getInstance().requestEnterState("game"); |
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| 128 | } |
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[1661] | 129 | } |
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| 130 | |
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| 131 | void GSLevel::leave() |
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| 132 | { |
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[2344] | 133 | // destroy console commands |
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[2350] | 134 | if (this->ccKeybind_) |
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| 135 | { |
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| 136 | delete this->ccKeybind_; |
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| 137 | this->ccKeybind_ = 0; |
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| 138 | } |
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| 139 | if (this->ccTkeybind_) |
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| 140 | { |
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| 141 | delete this->ccTkeybind_; |
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| 142 | this->ccTkeybind_ = 0; |
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| 143 | } |
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[2344] | 144 | |
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[1662] | 145 | // this call will delete every BaseObject! |
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| 146 | // But currently this will call methods of objects that exist no more |
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| 147 | // The only 'memory leak' is the ParticleSpawer. They would be deleted here |
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| 148 | // and call a sceneNode method that has already been destroy by the corresponding space ship. |
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| 149 | //Loader::close(); |
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| 150 | |
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[2087] | 151 | if (Core::showsGraphics()) |
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| 152 | InputManager::getInstance().requestLeaveState("game"); |
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[1662] | 153 | |
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[2087] | 154 | if (Core::isMaster()) |
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| 155 | this->unloadLevel(); |
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[1662] | 156 | |
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[2087] | 157 | if (this->radar_) |
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[2350] | 158 | { |
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[2087] | 159 | delete this->radar_; |
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[2350] | 160 | this->radar_ = 0; |
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| 161 | } |
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[2087] | 162 | |
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| 163 | if (this->cameraManager_) |
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[2350] | 164 | { |
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[2087] | 165 | delete this->cameraManager_; |
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[2350] | 166 | this->cameraManager_ = 0; |
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| 167 | } |
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[2087] | 168 | |
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| 169 | if (this->levelManager_) |
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[2350] | 170 | { |
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[2087] | 171 | delete this->levelManager_; |
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[2350] | 172 | this->levelManager_ = 0; |
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| 173 | } |
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[2087] | 174 | |
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[2344] | 175 | if (this->playerManager_) |
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[2350] | 176 | { |
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[2344] | 177 | delete this->playerManager_; |
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[2350] | 178 | this->playerManager_ = 0; |
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| 179 | } |
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[2344] | 180 | |
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[2087] | 181 | if (Core::showsGraphics()) |
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| 182 | { |
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| 183 | inputState_->setHandler(0); |
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| 184 | InputManager::getInstance().requestDestroyState("game"); |
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| 185 | if (this->keyBinder_) |
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[2350] | 186 | { |
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[2087] | 187 | delete this->keyBinder_; |
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[2350] | 188 | this->keyBinder_ = 0; |
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| 189 | } |
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[2087] | 190 | } |
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[1661] | 191 | } |
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| 192 | |
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[1674] | 193 | void GSLevel::ticked(const Clock& time) |
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[1661] | 194 | { |
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[2087] | 195 | // Commented by 1337: Temporarily moved to GSGraphics. |
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| 196 | //// Call the scene objects |
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| 197 | //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it) |
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| 198 | // it->tick(time.getDeltaTime() * this->timeFactor_); |
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[1661] | 199 | } |
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| 200 | |
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[1670] | 201 | void GSLevel::loadLevel() |
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| 202 | { |
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| 203 | // call the loader |
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| 204 | COUT(0) << "Loading level..." << std::endl; |
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[1934] | 205 | std::string levelName; |
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| 206 | CommandLine::getValue("level", &levelName); |
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[2087] | 207 | startFile_ = new XMLFile(Settings::getDataPath() + std::string("levels/") + levelName); |
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| 208 | Loader::open(startFile_); |
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[1670] | 209 | } |
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| 210 | |
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| 211 | void GSLevel::unloadLevel() |
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| 212 | { |
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[2087] | 213 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 214 | // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // TODO // |
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| 215 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 216 | // Loader::unload(startFile_); // TODO: REACTIVATE THIS IF LOADER::UNLOAD WORKS PROPERLY / |
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| 217 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 218 | |
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| 219 | delete this->startFile_; |
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[1670] | 220 | } |
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[1887] | 221 | |
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| 222 | void GSLevel::keybind(const std::string &command) |
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| 223 | { |
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| 224 | this->keybindInternal(command, false); |
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| 225 | } |
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| 226 | |
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| 227 | void GSLevel::tkeybind(const std::string &command) |
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| 228 | { |
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| 229 | this->keybindInternal(command, true); |
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| 230 | } |
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| 231 | |
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| 232 | /** |
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| 233 | @brief |
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| 234 | Assigns a command string to a key/button/axis. The name is determined via KeyDetector. |
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| 235 | @param command |
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| 236 | Command string that can be executed by the CommandExecutor |
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| 237 | OR: Internal string "KeybindBindingStringKeyName=" used for the second call to identify |
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| 238 | the key/button/axis that has been activated. This is configured above in enter(). |
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| 239 | */ |
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| 240 | void GSLevel::keybindInternal(const std::string& command, bool bTemporary) |
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| 241 | { |
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[2087] | 242 | if (Core::showsGraphics()) |
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[1887] | 243 | { |
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[2087] | 244 | static std::string bindingString = ""; |
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| 245 | static bool bTemporarySaved = false; |
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| 246 | static bool bound = true; |
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| 247 | // note: We use a long name to make 'sure' that the user doesn't use it accidentally. |
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| 248 | // Howerver there will be no real issue if it happens anyway. |
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| 249 | if (command.find(keyDetectorCallbackCode_) != 0) |
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[1887] | 250 | { |
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[2087] | 251 | if (bound) |
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| 252 | { |
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| 253 | COUT(0) << "Press any button/key or move a mouse/joystick axis" << std::endl; |
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| 254 | InputManager::getInstance().requestEnterState("detector"); |
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| 255 | bindingString = command; |
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| 256 | bTemporarySaved = bTemporary; |
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| 257 | bound = false; |
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| 258 | } |
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| 259 | //else: We're still in a keybind command. ignore this call. |
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[1887] | 260 | } |
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[2087] | 261 | else |
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[1887] | 262 | { |
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[2087] | 263 | if (!bound) |
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| 264 | { |
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| 265 | // user has pressed the key |
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| 266 | std::string name = command.substr(this->keyDetectorCallbackCode_.size()); |
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| 267 | COUT(0) << "Binding string \"" << bindingString << "\" on key '" << name << "'" << std::endl; |
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| 268 | this->keyBinder_->setBinding(bindingString, name, bTemporarySaved); |
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| 269 | InputManager::getInstance().requestLeaveState("detector"); |
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| 270 | bound = true; |
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| 271 | } |
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| 272 | // else: A key was pressed within the same tick, ignore it. |
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[1887] | 273 | } |
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| 274 | } |
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| 275 | } |
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[1661] | 276 | } |
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